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Europa Universalis IV: Origins Immersion Pack Releases on November 11

19 October 2021 - STOCKHOLM - The gold of Zimbabwe. The ivory of Central Africa. The great city of Timbuktu. The temples of Ethiopia. Africa is the birthplace of humanity and a land of untold wealth and variety. Rediscover and rewrite the history of the continent in a new immersion pack for Europa Universalis IV, coming 11 November 2021. It will be available for the suggested retail price of $9.99/£7.19 / € 9.99.

In Europa Universalis IV: Origins, new African missions add greater variety and new goals for some of Africa’s most powerful and interesting nations. The fading giant of Mali, the holy hills of Ethiopia and the African trade centers of the Indian Ocean are given new depth and richer context.

[previewyoutube][/previewyoutube]

The Europa Universalis IV: Origins immersion pack adds:
  • Jewish Religion: The Ethiopian Jews of Beta Israel are included, and Jewish nations can choose from nine religious characteristics to accentuate their national strengths, with new flavor events.
  • Missions for Mali: Halt the decline of West Africa’s greatest medieval empire and reassert control of former vassals.
  • Missions for Songhai: Develop your provinces and claim the mantles of Mali and Timbuktu as the new rising power.
  • Missions for Kongo: Unite the peoples of the Congo River and confront the growing European threat.
  • Missions for Ethiopia: Ensure religious unity and prestige in the Kingdom of Solomon while unifying the nations of the African Horn. Also adds the noble Ç̌äwa regiments.
  • Missions for Ajuuraan: Control Indian Ocean trade and bring water to your desert provinces.
  • Missions for Kilwa: Focus on naval economic power, establishing a colonial empire across the seas.
  • Missions for Mutapa: Build on the legacy of the founders of Great Zimbabwe and exploit the riches of South Africa to dominate trade.
  • Minor Mission Additions: New mission options for Jolof, Mossi, Hausa, Oyo and Adal.
  • New Regional Mission Trees: New Missions for minor powers in Central, East and West Africa, and the African Horn, as well as new estate privileges for many nations and regions.
  • New Army Sprites: 4 new army sprites each for Congo, Great Lakes, Southern Africa and Bantu nations
  • Two New Missionary models: African Coptic and African Fetishist missionary animations added.
  • New Music: 12 minutes of new West African themed music, and 12 minutes of new East African themed music.


As usual, the release of Europa Universalis IV: Origins will be accompanied by a major update, free for all EU4 players.

EU4 - Development Diary - 19th of October 2021

Hello and welcome to the 5th Dev Diary for the upcoming Africa update!

Today we shall take a look at the two biggest tags in East Africa and Southern Africa: Kilwa and Mutapa as well as the formables of Africa. Please take into account that all modifiers and numbers are currently under ongoing testing, and as we want to continue gathering your feedback, some may be changed before release. Let’s get started with Kilwa!

Kilwa has been historically a great trade power in East Africa with connections to Far East Asia. To represent this, the mission tree is heavily focused on the naval presence and trade dominance of the trade nodes which eventually lead into the Zanzibar trade node.

The first column from the left focuses on the gold sources of Mutapa as well as the colonization of Southern Africa. “The Gold of Zimbabwe” will give you access to a decent conquistador, which allows you to explore the Cape, while the mission “The Uncharted South” grants you a colonist for 30 years to make life a little bit easier.

The second column is more focused on the development of your heartland while the third column revolves around the conquest of the coastline of the Zanzibar trade node and African coasts of the Gulf of Aden coastline. Your final goal, “Claim Trade Hegemony”, is to funnel the trade flow to your home trade node and to secure it. By doing so you will get a neat +15% Trade Efficiency for the rest of the game.

Finally, the fourth and fifth columns are about dominating the trade of Malacca and the Moluccas. Although these missions give you a bonus to colonization, it is possible to complete these missions through trading alone. It is not absolutely required to colonize - with the exception of the Australia mission.

Now, there is one mission I want to highlight more, which stands out on its own: “Reconnect with Persia”. According to Kilwan legends, the sultanate was founded by one of the seven sons of the Persian Emir Al-Hassan of Shiraz. While the historical base of the legend is questionable, it served as the legitimation of the ruling dynasty of Kilwa. The mission goes a step further and allows Kilwa to establish contact with the home land they believe to originate from.

You can complete the mission through either allying with the owner of the province Shiraz or by having one regiment positioned in the province of Shiraz (without being at war with the owner) - how you achieve this is up to you. Completing the mission will trigger the following event:

Of course the owner of Shiraz will receive a contact event from Kilwa too:

While the embassies are a nice passive bonus, they also provide some useful events for both countries from time to time. There are 3 random events in total, which are the following:

All three random events share a hard cooldown of 10 years and have a mean time to happen of 5 years.
Additionally there are two events for Kilwa, which happen a lot more rarely:

I also should point out that if either nation loses the embassy, the other country will lose their own too, severing the diplomatic connection both had.

Additionally to the mission tree, Kilwa received its own set of ideas too!

ZAN_ideas = {
start = {
naval_forcelimit_modifier = 0.25
global_ship_trade_power = 0.2
}

bonus = {
global_trade_power = 0.1
}

trigger = {
tag = ZAN
}
free = yes

zan_kilwa_latitude_staves = {
trade_range_modifier = 0.25
range = 0.2
}

zan_shirazis_legacy = {
legitimacy = 1
}

zan_the_deal_with_almuli = {
diplomatic_reputation = 1
trade_company_investment_cost = -0.1
}

zan_kilwa_the_melting_pot = {
idea_cost = -0.05
}

zan_gold_of_sofala = {
monthly_gold_inflation_modifier = -0.2
inflation_reduction = 0.03
}

zan_trade_center_of_zanzibar = {
merchants = 1
}

zan_center_of_migration = {
development_cost = -0.1
}
}



With that said, let us move on to Mutapa!

Mutapa is the successor state of Zimbabwe, and as such your mission tree revolves around surpassing this realm of old times. As Mutapa you also start with your capital Zimbabwe, which declines rapidly shortly after game start:

The third column of the mission tree is focusing on restoring the once great city and to bring it back to its former glory. “Fate of Zimbabwe” helps fortunately out as it has a very unique reward, which is the ability to increase development through constructing buildings.

The development from the buildings you get harmonizes with the modifier of the building. So in other words you get the following development for constructing the following buildings:
  • Trade Buildings increase Local Production by 1/2/3
  • Navy Buildings increase Local Production by 1/2
  • Army Buildings increase Local Manpower by 1/2
  • Production Buildings increase Local Production by 1/2
  • Government Buildings increase Local Tax by 1/2
  • Taxation Buildings increase Local Tax by 1/2
  • Universities increase Local Tax by 2
  • All manufactory buildings except for the Ramparts, State House and Soldier’s Households increase Local Development by 2
  • State Houses increase the Local Tax by 2
  • Soldier’s Households increase the local manpower by 2

I want to point out that upgrading a building will also add development to a lesser degree. For example: if you build a cathedral you gain +2 Local Tax. If you upgrade a church, which already gave you +1 Local Tax, to a cathedral you gain again +1 Local Tax.

This way you have a little bit of an easier time in achieving the mission “Restore Zimbabwe”, which requires you to have 20 development in the Zimbabwe province again. As a reward the “Abandoned Ruins” province modifier gets removed and the local development cost is reduced by 15% for the rest of the game. It also gives +0.5 legitimacy too.

Reaching 400 development and reaching the borders of old Zimbabwe will allow you to complete the mission “Eclipse Great Zimbabwe”, granting you the Empire rank and firing the following event for you:

(The borders you see on the image are not required to have to form Zimbabwe)
GZI_ideas = {
start = {
fort_maintenance_modifier = -0.1
land_morale = 0.15
}

bonus = {
trade_efficiency = 0.2
}

trigger = {
tag = GZI
}
free = yes

gzi_stone_masonry = {
build_cost = -0.15
great_project_upgrade_cost = -0.1
}
gzi_ivory_trade = {
global_trade_goods_size_modifier = 0.1
}
gzi_gold_deposits = {
global_tax_modifier = 0.1
monthly_gold_inflation_modifier = -0.2
}
gzi_zimbabwes_walls = {
defensiveness = 0.25
}
gzi_lay_of_the_land = {
hostile_attrition = 1
}
gzi_tributary_system = {
vassal_income = 0.2
}
gzi_zimbabwe_birds = {
production_efficiency = 0.15
}
}


While the third column of missions revolves around Zimbabwe, the first one is more about the internal, religious stability of Mutapa. The second column is about getting Southern Africa under your control and becoming one of the great powers. “Great Power of Africa” especially emphasizes it as you are required to be amongst the top three great powers (or have 700 total development if Rights of Man or Emperor is not active) and have an army size of 100 regiments. As a reward you gain +25 Permanent Power Projection.

The fourth column of missions is very similar to the Kilwan trade missions. However, it focuses more on getting access to the trade node of China instead of dominating it.

Finally we have the last column on the most right, which is about overhauling your military - and recruiting the Nguni for your army. “Recruit the Nguni” especially will be interesting for the people who want to tag switch into a strong, military country while still having a challenge to face. For that you must reach administrative tech 15 (which is the “Military Administration” technology) and develop the manpower of Mtetwa and Natal to 8 for both of them. After that you get this lovely event:

The Zulu are intended to be a fun country to play, even if we know that they may spawn this way much earlier than in our timeline. Because of that we have abstained from creating a mission tree for them. However, because the Zulu here are directly created through militarization of the Nguni, the ideas are heavily inspired by the reforms of Shaka Zulu:
ZUL_ideas = {
start = {
army_tradition_from_battle = 1
land_forcelimit_modifier = 0.25
}

bonus = {
discipline = 0.05
}

trigger = {
tag = ZUL
}
free = yes

zul_confederacy_of_clans = {
stability_cost_modifier = -0.1
}
zul_the_ukubuthwa = {
manpower_recovery_speed = 0.2
}
zul_the_impi_warriors = {
infantry_power = 0.1
shock_damage = 0.1
}
zul_zulu_expansion = {
core_creation = -0.1
years_of_nationalism = -3
}
zul_warrior_culture = {
land_morale = 0.15
}
zul_shaka_reforms = {
reform_progress_growth = 0.1
governing_capacity_modifier = 0.1
}
zul_conquest_through_patronage = {
accept_vassalization_reasons = 10
}
}


Also, you don’t have to start as Mutapa to create the Zulu. Every country with their capital in Southern Africa has the decision “Militarize the Nguni”, which has the same requirement as the Mutapa mission. The big difference however is that you don’t fire an event immediately. Instead you gain 2 years worth of manpower and increase the unrest in your two Nguni provinces by 5 for 25 years. Additionally, the following event can fire:

It should be noted that the AI will NOT attempt to enact the decision. The “Rise of the Zulu” event can fire naturally when the year is 1750 or later and is guaranteed to fire around 1816.

Speaking of formables: we introduce a bunch of formable countries with patch 1.32 in Africa (and one in the Middle East). Here is a little gallery of what you can expect!
KIT_ideas = {
start = {
infantry_power = 0.1
manpower_recovery_speed = 0.15
}

bonus = {
stability_cost_modifier = -0.15
}

trigger = {
tag = KIT
}
free = yes

kit_legacy_of_the_gods = {
legitimacy = 1
tolerance_own = 2
}
kit_empire_of_the_light = {
prestige = 1
}
kit_memory_of_aksum = {
embracement_cost = -0.2
}
kit_lakes_dominance = {
discipline = 0.05
}
kit_bachwezi_earthworks = {
build_cost = -0.1
}
kit_nile_conquest = {
core_creation = -0.15
}
kit_rich_history = {
culture_conversion_cost = -0.25
}
}


NBI_ideas = {
start = {
land_morale = 0.15
hostile_attrition = 1
}

bonus = {
prestige = 1
}

trigger = {
tag = NBI
}
free = yes

nbi_our_land = {
global_unrest = -2
stability_cost_modifier = -0.15
}

nbi_religious_friction = {
global_missionary_strength = 0.02
}

nbi_desert_knowledge = {
land_attrition = -0.1
}

nbi_military_strength = {
discipline = 0.05
}

nbi_nile_control = {
trade_efficiency = 0.1
production_efficiency = 0.1
}

nbi_christian_ties = {
tolerance_own = 2
}

nbi_egyptian_relations = {
adm_tech_cost_modifier = -0.1
}
}


AKS_ideas = {
start = {
prestige_decay = -0.01
land_morale = 0.15
}

bonus = {
global_manpower_modifier = 0.33
}

trigger = {
tag = AKS
}
free = yes

aks_stellae_builders = {
prestige = 1
}

aks_legacy_of_king_kaleb = {
ae_impact = -0.15
}

aks_persian_revenge = {
province_warscore_cost = -0.25
}

aks_christianity_stronghold = {
tolerance_own = 2
}

aks_mediterranean_contacts = {
technology_cost = -0.1
}

aks_trade_hub = {
trade_efficiency = 0.15
}

aks_coin_minting = {
inflation_reduction = 0.1
}
}


@Pavía already announced that Judaism gets new mechanics. Because of that we have decided to give one more addition for Jewish countries, which is the formable country of Israel!
ISR_ideas = {
start = {
legitimacy = 1
religious_unity = 0.25
}

bonus = {
diplomatic_reputation = 1
}

trigger = {
tag = ISR
}
free = yes

end_of_diaspora = {
global_unrest = -1
church_power_modifier = 0.15
}
national_myths_restored = {
discipline = 0.05
}
return_home = {
production_efficiency = 0.2
}
jewish_trade_tradition = {
trade_efficiency = 0.1
trade_steering = 0.1
}
pious_people = {
tolerance_own = 2
}
people_of_exile = {
development_cost = -0.1
}
the_chosen_people = {
land_morale = 0.1
}
}


As Butua you can form Rozwi, but your ideas will not change. It is basically a color and flag change and a free kingdom rank for you.

Of course we also have these two as formables now!

Additionally, the decision to form Sokoto has been improved too, allowing you to form them earlier - if you achieve the requirements of course.

One last point I want to address: in my last dev diary I mentioned that Fetishism receives some buffs. I also presented the idea of Cults for your heirs. While this mechanic is a mission tree reward for Kongo, it is actually available for every Fetishist country in the world - but in a different form. With 1.32 we introduce a bunch of new estate privileges, which you can use to improve your experience. Here is a small list of the new privileges we have for you:

These privileges are part of “Rights of Man”.
“Embrace Singular Cult” improves the modifier of the cult you have active by 100%.
“Embrace Singular Cult” cannot be active with “Build Shrines for Heirs” and “Flexible Cults” at the same time.
We also have two new privileges for Muslim countries:

These privileges are part of “Cradle of Civilization”.

We also have privileges which are part of the free update for you to use!

Values are all subjects to changes of course. I would like to hear your personal first impression and feedback about the privileges so we can release them in a more balanced state!

With that said, I hope you enjoyed this dev diary! [USER]@Pavía[/USER] will continue with an overview of the remaining mission trees and the mechanics for Judaism. Until then I wish you a nice week!

EU4 - Development Diary - 13th of October 2021

Hello everybody, and welcome! This week we will shift the focus from the upcoming African content, to the new Monuments that we will be introducing for Leviathan DLC owners, and that will come along with the 1.32 patch.

As this has been quite a popular feature of the last DLC, we felt that we could create a few more for the game. And when I say a few, I mean that we’ve almost doubled them, with 52 new monuments being added. So first let’s talk a bit about the creative process and the decisions that we made when choosing which ones we wanted, and then I will be showing some of them (although not all, as that would really be a long post, and we want to surprise you a bit when looking at them for the first time ingame!).

The creative process started a few months ago, just after releasing the new Monuments of 1.31.5 patch. As we pointed out back then, the thing that takes more time about this feature is the Art involved, and because of that you’ve not heard anything about them in a few months. So, we really wanted to choose some beautiful and meaningful buildings to be included.

Apart from that, we also wanted the regional distribution of the Monuments to be a bit fairer, as we felt that some regions were crowded with them, but others were a bit sparse. So here you have a sneak peak of that:



Now we have 18 monuments in America (11 new), 31 in Europe (16 new), 9 in Africa (5 new), 45 in Asia (19 new), and 2 in Oceania (1 new). That’s 52 new monuments in total. We would have preferred to have a few more monuments here and there, but overall we are mostly happy with the result, and we really hope you enjoy them.

So, where did our inspiration to pick the new ones come from? First we incorporated the ones that were voted for in the forum around May; so, Cahokia, Malbork Castle, Brandenburg Gate, Santa Maria del Fiore, Bran Castle, the Rock-Hewn Churches of Lalibela, the Great Living Chola Temples, Porcelain Tower of Nanjing and Nan Madoll are in.

Then, we had been gathering suggestions from the community here in the forums, in the Monuments-specific threads. We have to thank you all for the passion you showed, as we had a long-list of around 100 Monuments to pick from, and that was a great inspiration for us. Last, but not least, we checked a lot of different places from the UNESCO World Heritage list.

Now let’s go to the cool part of the DD, and let me show you some of the new Monuments.

[Disclaimer: modifiers are currently being tested by us and our QA, so expect changes on them when 1.32 patch is released.]

First one we want to show you is in the Americas: the Qhapaq Ñam, portraying the famous Incan Road System. Although we brainstormed a bit about how we could do this without being attached to only one province, we thought that it would be a bit difficult to do, and we wanted to be coherent with the other monuments, which are located in only one province. Anyway, we represented this as a buff for an united Andean Empire, and because of that it’s on the most northern tag of the region. If you notice the last modifier, it is a new one affecting Yearly Inti Authority (there's a word lacking there to be fixed, yes!), so we think it’s a nice buff for the main religion in the region:



Next one is Santa Maria del Fiore, one widely requested by the community, and one that we obviously think should be included, as being so Stendhal-esque! We took the opportunity to add a nice modifier to it, so here you have this Monthly Splendor modifier that we think fits perfectly with it:



Now let’s move to Africa. It was obvious for us that some new Monuments had to be added to the region we’re focusing on for the next Immersion Pack, and make them useful with the new content we’ve been designing. So here you’ve got the famous Rock-Hewn Churches at Lalibela, that gives some extra flavour when playing as Ethiopia, as it’s our first Coptic-related Monument. And I’ll give you some extra info, not directly related with today’s DD, but with this area: yes, we will have some new mechanics for Judaism! But those will be revealed in a couple weeks.



Let’s go now to Asia. Here we’ve added a bunch of monuments to India, as we felt this subcontinent to be a bit empty of Monuments in comparison to other regions. One of those is Hampi, the renowned capital of Vijayanagar, that grew as a really princely city (until being razed by the Bahmani Empire, of course…). So, here we’ve got a couple of interesting things to show. First is the new ‘All Estates’ Loyalty Equilibrium’, that now will make our lives (and modders’ ones!) easier, as we can add this loyalty equilibrium modifier to all the existing estates in our country. The other thing is that we added a couple new requirements for Buddhist Monuments, so now they can be used also by Hindu countries with a ruler following the Buddha cult, or by Fetishist ones that follow Buddhadharma. [Obviously the Hindu Buddha cult is redundant in this Monument, as it can be used by Dharmic religion groups, but we wanted to show this fix we’ve done in this pic.]



To end with the Oceania continent, we’ve added here its second monument, the settlement of Nan Madoll. We wanted this to work as a kind of race prize and reward for colonizing the Pacific islands, so because of that the nice modifiers for colonization, coupled with the Yearly Navy Tradition one.



That’s mostly all for today! Because I want to make a last announcement: Paradox Tinto will be joining the Grandest Lan event with a Dev (Dream) Team! Probably we will be beaten badly by everyone else in the game, but at least it will probably be fun.

Next week we will come back to the new African content, and my colleague Ogele will be talking about Mutapa and Kilwa new missions, among other things. I’ll be reading your feedback along this week, see you!

Europa Universalis IV: The Grandest Virtual Party Returns!

The Grandest Virtual Party returns! Save the date, October 25th, to secure a spot in this immersive Europa Universalis IV experience!

Dates of Importance
Oct 25: Registration Start 17:00 CEST
Nov 15: Registration Close
Dec 11-12: Party!

[previewyoutube][MEDIA]BLRSTtpKBxs[/MEDIA][/previewyoutube]

A beloved concept returns! Together with TurboLarp and Parsec we host the Grandest Virtual Party where 60 players split over 20 teams engage in 2 intense days of real life diplomacy and in-game warfare. As we are still in a pandemic, our usual event in a castle is not an option yet - so we return once more to the appreciated online version while we wait for things to return to normal. By using Parsec we ensure that connectivity issues are kept at a minimum and that teams of several people can share control of the same country even though they might not be in the same physical location. Communication will be facilitated through Discord armed with special custom functionality to enhance the experience.

If you can't partake, or simply just want to spectate, the entire ordeal will be livestreamed on our twitch channel.

So save the date (Oct 25th) to not miss out on your chance to be a part of the Grandest Virtual Party!

Our website will be updated and have all the information you need which is available at any given time - https://www.eu4lan.com/

EU4 - Development Diary - 5th of October 2021

Hello and welcome to the 4th Dev Diary for the upcoming Africa update. For this Dev Diary we return to the new content for 1.32; to be more precise, we will delve into the tropical Congo Basin. Afterwards we shall take a look at the Horn of Africa again to give you a status update of the region. Without any further ado, let’s get started!

We begin with a rather compact mission tree for Kongo.

The mission tree is split into three parts, which lead into two endgame missions with strong rewards. The first three missions from the right are classic conquest missions to unify the Kongolese culture group. Highlights of these missions are the expansion into the Zambia area, a colony in Lega, and permanent claims on the East Africa region.

The second column from the left deals with the establishment into a proper kingdom and its relations with the Europeans, as they try to colonize Africa. The highlights here are +75 support for Feudalism in your capital from the mission “Loango and Ndongo’s Fate”, and permanent claims on all provinces in Africa, held by a country with its capital in Europe.

The first column handles the religious concerns of Kongo and is very orientated on Fetishism. Every single mission reward is designed around the Fetishist faith. Should you switch your country's religion, you will lose the modifiers from this column. Additionally, the column allows you to gain a little bit more out of the Fetishist faith.
The mission “Meet the other Cults” allows your heir to follow a weaker version of your unlocked cults.
The cult for an heir has however only 50% of the effect. As an example: Cwezi as your cult for your ruler would give you +20% Improve Relations. For your heir it would be only +10% Improve Relations, which is still considerable.
You will lose the cult modifier for your heir should they ascend to the throne or should they die.

The mission “Shamanistic Alliances” fires the following event for you:

Your shaman can visit on your command a different cult and unlock them for your country. Hovering over any of the options will show a small tooltip telling you what the cult’s modifier is so you don’t have to look every single one of them up on the Wiki.
Cults from other religions are only available if you know of any country following this religion. Because of that you have the last option, which enables a decision to activate this decision later on again.
Also important to note: I think this is the first time we have a vanilla event with more than 6 options. You can scroll through the options using the scrollbar on the right side.

Speaking of religions for Kongo: The event for Christian missionaries reaching Kongo has received a facelift!

The event “Foreigners arrive in Kongo!” gets triggered as soon any European country discovers Kongo. Because it is not limited to Portugal only, it has four different descriptions for the cases that the Kongolese get visited by either the Iberians, the Pope, another Catholic country or, in fringe cases, by a non Catholic country.

What makes the event special however is that it affects your mission tree. By inviting the missionaries, you replace the first column of missions with Catholic missions at the cost of 1 stability and 20 Prestige. Also a random owned province becomes Catholic too.

The first mission requires you to convert your whole country to the Catholic faith. Because one of your provinces is already Catholic you could use rebels to do the job for you. Alternatively you can let the visiting missionaries do the job instead. After the event “Foreigners arrive in Kongo!” you will periodically get the following event if any Catholic country knows you, you are not Catholic, and you have not finished the mission “Repel the Christians”:


The event is a little bit special as the two options have a negative effect attached to them depending if you have chosen to become Catholic or to stay Fetishist.
Eventually your king will convert to Catholicism too if the dominant religion in your country is Catholic.

Both choices give you one last time to reconsider your religious decision you picked earlier. Both options can replace the missions again, but if you choose to do so you will lose 3 stability, so it is recommended that you pick the playstyle you want early on.

Highlights of the Catholic missions is the purchase of a cardinal from a European ally or from the Pope himself by completing the mission “Cardinal for Kongo”. Of course you will have to bribe the pope with 1000 Ducats, but the reward sure is worth the effort:

Also, while we are on the topic of Catholicism: there is another balance change for them, which is more fitting to the Catholics than -1 Tolerance to Heretics.

Finally a quick word regarding the final two missions and their rewards. “Protector of Africa” is quite simple as it “just” asks you to banish all the Europeans from Africa as well as having a really stable empire, giving you +10% Morale of Armies and Navies permanently.
The mission “Africa’s Hegemony”, which requires you to conquer great parts of Southern Africa, has a more unique mission reward.


Before we finish the Dev Diary, let’s take a quick look back at the Horn of Africa as there are some new changes.
First thing: Adal has its own specific missions, though not as many as its neighbor Ethiopia. They should help AI Adal survive against Ethiopia better and expand into its Somalian neighbors.

Highlights of the missions are an early army modifier which decreases Land Maintenance by 5%, gives 0.5 Yearly Army Tradition and, if Adal is at war with Ethiopia, increases Morale by 5% and Manpower Recovery Speed by 10%.

Adal also received some ideas unique to them too. Though it is debatable whether they would help AI Adal survive as we want to avoid giving a strong military bonus right at the beginning. Still, Adal deserves its an own set of ideas:
ADA_ideas = {
start = {
land_maintenance_modifier = -0.1
trade_efficiency = 0.1
}

bonus = {
diplomatic_reputation = 1
}

trigger = {
tag = ADA
}
free = yes

ada_our_infinite_struggle = {
manpower_recovery_speed = 0.1
}

ada_a_monarchial_imamate = {
legitimacy = 1
}

ada_zeila_and_harar = {
global_trade_power = 0.15
}

ada_mujahiduir_cavalry = {
cavalry_power = 0.05
cavalry_cost = -0.1
}

ada_unite_the_clans = {
years_of_nationalism = -5
}

ada_yahu_yahu = {
land_morale = 0.1
}

ada_embrace_the_cannons = {
artillery_power = 0.1
}
}

Next is the addition of a generic Horn of Africa idea set, which gives the five tags finally something better than +2.5% discipline:

horn_of_african_ideas = {
start = {
stability_cost_modifier = -0.1
global_tax_modifier = 0.1
}

bonus = {
prestige = 0.5
}

trigger = {
culture_group = cushitic
NOT = { primary_culture = somali }
NOT = { primary_culture = tigray }
NOT = { tag = ETH }
}
free = yes

horn_of_african_punt_legend = {
trade_range_modifier = 0.2
}
horn_of_african_aksumite_legacy = {
global_unrest = -1
}
horn_of_african_highland_cultivation = {
development_cost = -0.05
}
horn_of_african_oromon_warriors = {
infantry_power = 0.1
}
horn_of_african_religious_melting_pot = {
tolerance_heathen = 1
}
horn_of_african_cushitic_language = {
improve_relation_modifier = 0.15
}
horn_of_african_religious_defensive_nature = {
defensiveness = 0.2
}
}

Of course our formable Somalia has also gained some unique ideas too!
SOM_ideas = {
start = {
may_perform_slave_raid_on_same_religion = yes
cavalry_power = 0.1
}
bonus = {
capture_ship_chance = 0.33
}
trigger = {
tag = SOM
}
free = yes
SOM_land_of_punt = {
stability_cost_modifier = -0.1
}
SOM_african_silk_road = {
caravan_power = 0.2
trade_steering = 0.1
}
SOM_african_minting = {
inflation_reduction = 0.15
}
SOM_zeila_and_berbera = {
center_of_trade_upgrade_cost = -0.1
}
SOM_blue_nile = {
global_supply_limit_modifier = 0.33
}
SOM_indian_merchants = {
merchants = 1
mercantilism_cost = -0.25
}
SOM_faithful_to_allah = {
missionary_maintenance_cost = -0.2
}
}

Shoutout to verinityvoid and nephilim2k for helping out with the ideas!

Another change we made is addressing some setup issues. First we have changed the terrain in the Mogadishu and the Northern Swahili Coast area, changing four provinces from steppes and savannas to farmlands.

We also adjusted the climate of the region too.

Finally a quick update regarding the Ç̌äwa unit:

Additionally Ethiopia has access to two estate privileges, which modify the role of the Ç̌äwa even further:
  • Cawa Peacekeeper:
    • Land Maintenance Modifier: -15.0%
    • Rebel Suppression Efficiency: +25.0%
    • Movement Speed: -10.0%
  • Cawa Conquerors:
    • Discipline: 2.5%
    • Recover Army Morale Speed: +10.0%
    • Reinforce Cost: +25.0%


Alright, that’s it for today! Next week Pavía will cover new monuments for 1.32. Have a nice week!